/Engine/Source/Runtime/GeometryCore/Public/Generators/SweepGenerator.h
Because it supports open profile curves, as well as welded points (for welding points on an axis of rotation), it cannot actually use the utility function fromFSweepGeneratorBase, and so it doesn't inherit from that class.
class FProfileSweepGenerator : public [UE::Geometry::FMeshShapeGenerator](API\Runtime\GeometryCore\Generators\FMeshShapeGenerator)
bool
bProfileCurveIsClosed
If true, the last point of the profile curve is considered to be connected to the first.
bool
bSharpNormals
If true, each triangle will have its own normals at each vertex, rather than sharing averaged ones with nearby triangles.
bool
bSweepCurveIsClosed
If true, the last point of the sweep curve is considered to be connected to the first.
bool
bUVScaleRelativeWorld
When true, the generator attempts to scale UV's in a way that preserves scaling across different mesh results, aiming for 1.0 in UV space to be equal to UnitUVInWorldCoordinates in world space.
bool
bUVsSkipFullyWeldedEdges
If true, welded-to-welded connections in the profile curve (which can't result in triangles) do not affect the UV layout.
double
DiagonalTolerance
When QuadSplitMode is ShortestDiagonal, biases one of the diagonals so that symmetric quads are split uniformly.
TArray< int32 >...
EndProfiles
If the sweep curve is not closed, this will store the vertex ids of the first and last instances of the profile curve.
EProfileSweepPo...
PolygonGroupingMode
TArray< FVector...
ProfileCurve
Curve that will be swept along the curve, given in coordinates of the frames used in the sweep curve.
FProgressCancel...
Progress
If not null, this pointer is intermittently used to check whether the current operation should stop early.
EProfileSweepQu...
QuadSplitMethod
TArray<FFrame3...
SweepCurve
Curve along which to sweep the profile curve.
TArray< FVector...
SweepScaleCurve
(Optional) Curve along which to scale the profile curve, corresponding to each frame in SweepCurve.
float
UnitUVInWorldCoordinates
Only relevant if bUVScaleRelativeWorld is true (see that description)
FVector2d
UVOffset
These values will be added to the generated UV coordinates after applying UVScale.
FVector2d
UVScale
Generated UV coordinates will be multiplied by these values.
TSet< int32 >
WeldedVertices
Indices into ProfileCurve that should not be swept along the curve, instead being instantiated just once.